fix: material cancellation refund uses flat 50% per spec §6.3
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
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@@ -74,13 +74,13 @@ export function cancelEquipmentCrafting(get: GetFn, set: SetFn): void {
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const refunded = refundFabricatorMana(recipe, manaRefund, rawMana, elements);
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useManaStore.setState({ rawMana: refunded.rawMana, elements: refunded.elements });
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// Refund materials — use reduced amounts (what player actually paid)
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// Refund materials — flat 50% per spec §6.3
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const reduction = getCraftingCostReduction();
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const currentMaterials = get().lootInventory.materials;
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const refundedMaterials = { ...currentMaterials };
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for (const [matId, rawAmount] of Object.entries(recipe.materials)) {
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const reducedAmount = applyCostReduction(rawAmount, reduction);
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const refundAmount = Math.floor(reducedAmount * remainingFraction);
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const refundAmount = Math.floor(reducedAmount * 0.5);
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if (refundAmount > 0) {
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refundedMaterials[matId] = (refundedMaterials[matId] || 0) + refundAmount;
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}
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@@ -98,16 +98,13 @@ export function cancelEquipmentCrafting(get: GetFn, set: SetFn): void {
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progress.progress,
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progress.required,
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);
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// Refund materials proportionally to remaining progress
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// Refund materials — flat 50% per spec §6.3
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const recipe = CraftingEquipment.getRecipe(progress.blueprintId);
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if (recipe) {
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const remainingFraction = progress.required > 0
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? Math.max(0, (progress.required - progress.progress) / progress.required)
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: 1;
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const currentMaterials = get().lootInventory.materials;
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const refundedMaterials = { ...currentMaterials };
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for (const [matId, amount] of Object.entries(recipe.materials)) {
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const refundAmount = Math.floor(amount * remainingFraction);
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const refundAmount = Math.floor(amount * 0.5);
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if (refundAmount > 0) {
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refundedMaterials[matId] = (refundedMaterials[matId] || 0) + refundAmount;
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}
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